PS Mindark - spider bomber pets please (and not stupidly hard to tame/rare ones either - by all means add them as well and, uh... I dunno make em gold or something for the ubers to play with - but let us noobs have a bog standard one please, pretty please with sugar on?)

Thanks Jamira - that detouring was awesome of you!! The shrinkage, is that the apparent squishing in the X-plane? I'll try and get in later and grab some reference screenshots/video.

Click to expand...

The shrinkage depends to the angle of the ingame camera. The import-plugin for 3DS Max solves this problem because it offers one or two aspect ratios to chose from. What I got so far looks like this:
I will try to get a better one.
Well, this one looks a bit better:

The shrinkage depends to the angle of the ingame camera. The import-plugin for 3DS Max solves this problem because it offers one or two aspect ratios to chose from. What I got so far looks like this:
I will try to get a better one.
Well, this one looks a bit better:

Actually I got a little insight into your world last night. I (far too late) thought. I wonder if I could knock up a quick and dirty Spider Bomber leg in Fusion. Haha, because I am still learning it took me longer than I thought (although not too long). I think I now finally understand your world though. In that in game assets are not useful for RL applications. They are just low poly tricks with impossible mechanics. In the world of computer games you just grab 2 points and define movement constraints and your have a working thing.

In real life things have to have actual joints and mechanics behind them. I see now more about why the Pitbull is quite such a project. I suspect part of the issue is more to do with how lazy/pushed for time the artists/animators are as good quality models will have more RL parts to them but again even then, probably on the ones that are very visible. MA just throw things next to each other and go "that'll do" (and to be fair... mostly it does).

Got annoyed last night though that the spider bombers were in the floor most of the time!

I noticed there seem to be 2 versions of the spider bomber? The one in your last pic that you sent me has this tube thing running through it to one side. I've taken a bunch of screenshots of a different one. Do you happen to have the non tubey one too?

Wistrel

PS still loving my model tower! :D Keep musing over the idea of redesigning the model and making something 20cm diameter...

I noticed there seem to be 2 versions of the spider bomber? The one in your last pic that you sent me has this tube thing running through it to one side. I've taken a bunch of screenshots of a different one. Do you happen to have the non tubey one too?

Wistrel

PS still loving my model tower! :D Keep musing over the idea of redesigning the model and making something 20cm diameter...

...
In real life things have to have actual joints and mechanics behind them. I see now more about why the Pitbull is quite such a project. I suspect part of the issue is more to do with how lazy/pushed for time the artists/animators are as good quality models will have more RL parts to them but again even then, probably on the ones that are very visible. MA just throw things next to each other and go "that'll do" (and to be fair... mostly it does).
...

Click to expand...

Well, we have to blame reality ;-)
You are right, computer programs use tricks and they work fine. That's completely okay. Do you know what bump- and opacity-maps do for rendering? Same with "virtual joints" wich would never ever work IRL. Or parts sticking into other parts.

Unfortunately I'm a mechanichal engineer. So I can (must) see all the failors. But I worked with 3DS Max for a long time and know the tricks.

The Pitbull would be indeed a massive effort. Estimated 120-150 parts. And I am not really interested in a bad designed vehicle from EU.

Hi Jamira big thanks for the update. It is defo looking less squished in the X axis now and the strange tube has gone (I wonder where it came from!). I was having a look at my reference screenshots and it looks like the head is circular. Do you think it would be possible to adjust in the Z axis too? Sorry to keep asking you to do things for me.

In other news, I made some pistons last night without following a tutorial. Just thought I'd have a go and see what happens. I can't stop watching them now haha - the movement is hypnotic!

Hi Jamira big thanks for the update. It is defo looking less squished in the X axis now and the strange tube has gone (I wonder where it came from!). I was having a look at my reference screenshots and it looks like the head is circular. Do you think it would be possible to adjust in the Z axis too? Sorry to keep asking you to do things for me.

In other news, I made some pistons last night without following a tutorial. Just thought I'd have a go and see what happens. I can't stop watching them now haha - the movement is hypnotic!

Perfect!! Thanks Jamira, that is working great! :D It might take me quite a while to get decent progress with remodelling it but I might try a small 3D print of the vanilla grab though next time I'm at my friend's place.

Perfect!! Thanks Jamira, that is working great! :D It might take me quite a while to get decent progress with remodelling it but I might try a small 3D print of the vanilla grab though next time I'm at my friend's place.

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